Oh yeah, is
this still possible in 2.0 ?
Starting in heavy forest is such a different experience than starting in the desert that for the intended experience I suggest doing Escape => Restart until you see that
the starting ores are half in both biomes.
Panzerknacker wrote: Wed Apr 29, 2026 9:38 am
DW Marathon was balanced around 1.1 expensive recipes which don't exist anymore in 2.0. Due to this, DW Marathon was the hardest difficulty in 1.1 but is it possible easier than DW in 2.0.
Yeah it's a crapshow I know, that's why I play 1.1.
kevincentius wrote: Sun Nov 16, 2025 9:55 am
I agree with OP too! I find DW marathon is much better for exploring early-mid game strategy / content.
Why bother learning mid-game tech if they will be replaced by late-game tech soon anyways? But personally, reaching the late game feels like having already exhausted the game content. My sweet spot is in the mid-game, where progression is not just numbers but unlocking the next shiny object, or even just that 10 extra inventory slots that I paid in blood and bottles. Normal settings don't give me enough time to experiment with various options before they become obsolete.
I only play 1.1 due to expensive recipes as a disclaimer, but I think the idea is the same.
Yeah, also note that
before 0.17.60 it
was just Death World + Marathon, so might even consider going back to 0.17.59 for the « classic »
experience !
Or otherwise could also use the above-mentioned
Expensive Mode mod, which also works not just with 2.0, but even with Space Age too !
----
After all, default settings are intended for first time players, so Wube has to keep biters quite tame, even with the pollution feedback.
Hurkyl wrote: Tue Apr 28, 2026 4:09 am
I started a deathworld marathon recently and am enjoying it.
The weird thing is that I've built fewer defenses than any vanilla playthrough I've ever done. I suppose the map helps, but playing "don't let pollution reach the nests" style is a real gamechanger.
Also, I finally appreciate rocket launchers now. Having both the slower pace and the urgency to clear out large nests with big worms/biters put me in a situation where the massive range really matters. Waiting for a tank to brute force my way through would have taken too long. (and now that I have a tank, I'm still playing with rocket launchers to get a better feel for them)
Also, I think I've figured out the handheld flamethrower. In the past I kept trying to use them as an offensive option, but I suppose they're only really useful for clearing out the retaliatory waves after you've used some other weapon to attack nests/worms?
That said, I wish there was something to do with the pacing of the start of the game. Not being able to run more than a couple of burner miners (and sometimes not even full-time) because you'll provoke an overwhelming attack before you can even do research is a really harsh limitation, and is the thing that usually turns me away from starting deathworld games.
Yeah, I'm playing not quite vanilla DWM, but
Loup's Guide to the Galaxy (with Lignumis) Death World with for resources 50% Frequency, 50% Size, 50% Richness and 8x Science costs...
(and flame turrets forbidden, though I guess I could authorise myself hand- & tank- held flamethrowers...)
and I'm just currently in the process of researching rockets to hopefully clear a few forest & cliff-entrenched nests just as evolution on Nauvis is about to hit 83% !